def setup(): size(512, 200, P2D) # always start Minim before you do anything with it global minim minim = Minim(this) global kick # load BD.mp3 from the data folder with a 1024 sample buffer kick = minim.loadSample("BD.mp3")
def setup(): size(512, 200) # always start Minim before you do anything with it global minim minim = Minim(this) global kick # load BD.mp3 from the data folder with a 1024 sample buffer kick = minim.loadSample("BD.mp3")
def setup(): global fft_lin global song global mshader global pg size(W, H, P2D) frameRate(FPS) pg = createGraphics(W, H) pg.noStroke() pg.fill(255) mshader = loadShader('sound.glsl') mshader.set('resolution', float(W), float(H)) minim = Minim(this) song = minim.loadFile('trentemoller.mp3', 1024) fft_lin = FFT(song.bufferSize(), song.sampleRate()) fft_lin.linAverages(120)
def setup(): global minim, out, fm # initialize the drawing window size( 512, 200 ) # initialize the minim and out objects minim = Minim(this) out = minim.getLineOut() # make the Oscil we will hear. # arguments are frequency, amplitude, and waveform wave = Oscil( 200, 0.8, Waves.TRIANGLE ) # make the Oscil we will use to modulate the frequency of wave. # the frequency of this Oscil will determine how quickly the # frequency of wave changes and the amplitude determines how much. # since we are using the output of fm directly to set the frequency # of wave, you can think of the amplitude as being expressed in Hz. fm = Oscil( 10, 2, Waves.SINE ) # set the offset of fm so that it generates values centered around 200 Hz fm.offset.setLastValue( 200 ) # patch it to the frequency of wave so it controls it fm.patch( wave.frequency ) # and patch wave to the output wave.patch( out )
def setup(): global minim sketch.setup() minim = Minim(this) sounds['shoot'] = minim.loadSnippet("shoot.wav") sounds['discard'] = minim.loadSnippet("discard.wav") sounds['failure'] = minim.loadSnippet("failure.wav") sounds['success'] = minim.loadSnippet("success.wav") sounds['etude1'] = minim.loadSnippet("etude1.wav") sounds['etude2'] = minim.loadSnippet("etude2.wav") sounds['tick'] = minim.loadSnippet("tick.wav")
class AudioManager: def __init__(self): self.minim = Minim(this) self.audioFiles = {} def loadAudio(self, path): soundFile = self.minim.loadFile(path) self.audioFiles[path] = soundFile def isAudio(self, path): return path in self.audioFiles def getAudio(self, path): if path in self.audioFiles: return self.audioFiles[path] return False def getAudioCount(self): return size(self.audioFiles)
def __init__(self): self.minim = Minim(this) self.audioFiles = {}
ball_drop_rate = 3300 oldMillis = 0 clickCount = 0 mousestate_draggingvert = 0 oldMouseX = -1 oldMouseY = -1 lastMouseDownX = 0 lastMouseDownY = 0 closestBounceLineVertex = 0 closestBounceLine_maxPickingDistance = 20 closestBounceLine_beginMoveX = 0 closestBounceLine_beginMoveY = 0 closestBounceLineDistance = 0 undo_busy = 0 paused = 0 minim = Minim(this) # bufferSize is the audio buffer length, which directly translates to # latency (interactivity, really). Less-powerful machines will need a # larger buffer at the expense of a decrease in responsiveness. bufferSize = 256 out = minim.getLineOut(Minim.STEREO, bufferSize) _MIDIRange = 12 _friction = 0.99997 def getMIDIRange(): return _MIDIRange def setMIDIRange(MIDIRange): global _MIDIRange